/Engine/Plugins/FX/Niagara/Source/Niagara/Classes/NiagaraDataInterfaceAudioPlayer.h
This Data Interface can be used to play one-shot audio effects driven by particle data.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, Category="Audio", Meta=(DisplayName="Audio Player"), MinimalAPI) class UNiagaraDataInterfaceAudioPlayer : public [UNiagaraDataInterface](API\Plugins\Niagara\UNiagaraDataInterface)
TObjectPtr<USo...
Attenuation
Optional sound attenuation setting to use
bool
bAllowLoopingOneShotSounds
Playing looping sounds as persistent audio is not a problem, as the sound is stopped when a particle dies, but one-shot audio outlives the niagara system and can never be stopped.
bool
bLimitPlaysPerTick
bool
bOnlyActiveDuringGameplay
If true then this data interface only processes sounds during active gameplay.
bool
bStopWhenComponentIsDestroyed
If false then it the audio component keeps playing after the niagara component was destroyed.
TObjectPtr<USo...
Concurrency
Optional sound concurrency setting to use
FNiagaraUserPar...
ConfigurationUserParameter
If bound to a valid user parameter object of typeUNiagaraDataInterfaceAudioPlayerSettings, then configured settings like sound attenuation are set via the user parameter.
int32
MaxPlaysPerTick
This sets the max number of sounds played each tick.
TArray<FName>
ParameterNames
A set of parameter names that can be referenced via index when setting sound cue parameters on persistent audio
TObjectPtr<USo...
SoundToPlay
Reference to the audio asset to play